also ich denke dass einige von euch den promod schon von 1.4 kennen und heute ist mir zu ohren gekommen dass auch einer für WA draussen ist. es sind veränderung im balancing gemacht und versucht worden schon einige bekannte imba probleme entegegen zu wirken.
ich denke mal es ist ein blick wert... versucht es doch einfach mal.
leider konnte die I.G. noch nicht gebalanced weil relic das dafür benötigte modtool noch nciht released hat.
hier zum irc channel irc.quakenet.org #dowpro
vielleciht kann man mal ein paar games zusammen machen.
hier gibs replays
http://%5burl]hier der offizielle thread in relicnews forum mit knapp 10.000 views[/URL]
die neue version beonhaltet den schon sehr beliebten skirmish A.I. mod somit kann man in aller ruhe diesen mod gegen einer fähigen K.I. testen. viel spass damit
ich hatte den thread schon in allg. gepostet. wenn die admin wollen können sie den aus den allg löschen. Da ich denke dass es in der mod sektion bessre aufgehoben oist.
gruss
hier die changelog vielelicht spare ich euch damit ein wenig arbeit ![]()
wenn die nachfrage besteht wäre ich auch bereit mich an eine übersetzung ranzumachen.. je nachdem..
also viel spass
Chaos:
Chaos in DoWpro is more flexible than in vanilla or WA. There are many differing options and upgrades that are available however, a common chaos theme is morale weakness. Similar to SM in many respects, chaos has more of a CC focus and is less effective in masses where stacking auras will give SM the advantage. Divide and conquer is a salutary piece of advice when playing chaos.
Heretic:
- Repair (not build) speed has been improved slightly. It was ½ every other builder’s and it was telling.
- 1HP regen at T2
- 2HP regen at T3
Cult:
- 1.2 pistol DPS
- Grens are a mixture of 1.2 and 1.3 stats à they’re a hard counter to light inf…but still very poor vs hvy inf. More costly and no FF
- Plasma is a useful cheap anti-hvy-inf gun in early T2 as a light support weapon to serks/raptors/CSM
- Squad size is 7 pre armoury à increases to 10
- Applicable upgrades: bionics, target finders, champ powersword/fist/plasma pistol, infiltration, furious charge
CSM:
- Squad size is 8 pre sac pit à increases to 10
- Gets all guns: rockets are SM stats, plasma requires Sac pit and is more costly
- Frags are unbugged
- Infiltration is free with sac pit
- Target finders upgrades are renamed and now buff CC not ranged
- Applicable upgrades: bionics, target finders, frags, champ powersword/fist/plasma pistol, infiltration, furious charge, increased hvy weapons upgrade (now requires sac pit)
- Champs are now MUCH MUCH better…powerswords and fists are great à just be prepared to pay the fee that justifies this change.
Berserkers:
- T1 pre armoury unit
- Squad 6 pre-armoury à 8 with armoury à 10 with armoury + sac pit
- Gets AC and frags
- Applicable upgrades: bionics, target finders, frags, champ powersword/fist/plasma pistol, infiltration, furious charge
Raptors:
- Post armoury T1.5 unit
- Speed Fiend is T2 and grants a 20% CC accuracy bonus
- Now gets 2 hvy weapons pre hvy weapons research at armoury. The plasma is now Light Assault Plasma aka cult plasma
- Applicable upgrades: bionics, target finders, champ powersword/fist/plasma pistol, infiltration, furious charge (dmg boost only), increased hvy weapons upgrade (now requires sac pit), speed fiend
- Max 4 squads (all jump troops are max 4)
Horror:
- 1.2 Stats
- Applicable upgrades: bionics, target finders 2
- Sac pit now T2
PSM:
- Scaled up 20% on 1.2 stats
- Squad size 6 à 8 with daemon pit
- Speed fiend and daemonic mutation are T3. Speed fiend is now only a charge modifier but adds a regen effect instead of a pure speed increase. Daemon flamers are less morale damaging than previously but still good.
- Applicable upgrades: bionics, target finders, 4 psm upgrades
Oblits:
- 3 per squad
- Excellent cost effectiveness
- Applicable upgrades: bionics, target finders for powerfist dps, teleporter
CL:
- No change in DPS
- Symobl of chaos now has a regen aura
- Daemon strength now affects attached squad
Sorc:
- Longer build time that increases with each sorc research
- 1000HP and increased cost
- Lower light building DPS but odd dps values fixed
- Corruption doubled in cost and effectiveness
- Doombolt 20% dps nerf
- Chains of corruption now have a slowing effect rather than stop and also prevent jump troops jumping for 5 seconds.
BT:
- Cheapened like all ubers
- Now has a big regen when attacking infantry/stuff that bleeds
Rhino:
- Buffed HP
- Free smoke launchers
- 1 pop
- Gains HP from mutated hull upgrade (t3 from machine pit)
Defiler:
- 2500HP 3pop
- AC soundly nerfed….considering the nerf is in many cases >2/3 its still solid
- Gains HP from mutated hull
Pred:
- 4000HP
- Gains HP from mutated Hull
- Side Lascannons are ½ the dps of turret…thus are worth taking as anti-tank now
- Max 4 preds
Eldar:
Massively overhauled. Eldar are fragile, fast and deadly with superior technology. Neither DoW or WA represents this properly (400HP for a DR…..fragile my ass). DoWpro eldar are easily the most fast, mobile, adept and varied in tech – however, they’re very fragile. Their toughest vehicle the FP has 2600HP max as an example. Prepare to micro hard peeps and be really, really sneaky. Eldar have ways of just running rings around anyone and systematically picking off and crushing your army unit by unit à direct mass wars are not for eldar. Eldar players will have to learn finesse and guile as is the eldar way….everyone else crush the pointy eared pansies beneath ure boot….if you can catch them ;).
Bonesingers:
- Wraithtomb now slows vehicle mov’t by 50%.......think firedragon combo’s here vs walkers ![]()
- More expensive than vanilla
Guardians:
- 7per squad à +2 with each SS…..3 SS’s max = 14 per squad with warlock
- SS’s now scale down in cost 15%
- Entangle now slows rather than stops like chains…it also stops jump troop jumps for 5 secs
- Plasma nades are less dmg…but have a effect that lowers enemy accuracy
- Warlock witch blade upgrade does excellent damage…..embolden now adds morale AND gives a 50% reduction to CC damage for 10secs à thus upgraded warlocks in guardian squads can CC with good damage to disrupt for example shoota boys with big shootas or HB csm/sm and take little damage for a short while.
- Applicable upgrades: armour, optics, plasma nades, entangle, embolden, warlock withch blade, conceal (now stacks with fortune)
Rangers:
- Now do great morale dmg
- Squad size 4 à +1 with each SS
- SS allows infiltration research…which is free (all infiltration for all races is free)
- Rangers are detector units
- Max 3 squads
Shees:
- 8 per squad pre SS à +1 with each SS thus 12 with exarch max
- Get CC damage from optics
- Call to War now also activates a modest charge modifier
Plats:
- BL has dps and morale nerfs vs inf
- BL is nerfed vs buildings and slightly vs vehs
- All plats max 8 of each type
- All HP was nerfed
WS:
- 280 HP
- Max 4 squads
- Cost increase
- Haywires now do lower damage but stun for 8 seconds…..immobilised vehicles + firedragons or WL’s ![]()
- Squad size increases with each SS
DR’s
- -25% HP + 25% dps
- Squad size is 4…build exarch to let u get one more DR
- Exarch upgrade increases range as does exarch
Firedragons
- Require shee stone in aspect portal
- Require viper and WL stones
- Short range high dps anti-veh units
- Squad size 4 à +1 with exarch
SC:
- commander armour small squad à +2 with each SS
- requires SS and MfW (so technically squad size is 2..+2 +2 +2 = 8max)
- Witch blades cheaper and better vs daemons. Requires relic and support portal
- Embolden now gives a 50% cover vs melee dmg
- Gains health from farseer hp upgrades
FS:
- Same as vanilla 1.3 à mind war hops
- Fortune cheaper and stacks with conceal
- Eldrich cheaper and nerfed dps vs buildings
Falcon:
- Workhorse unit
- Decent DPS across the board à upgrading to starcannon improves hvy inf and daemon damage at the expense of building and veh dmg
- Transport….12 shees or 8 SC dropped next to your HP’s is scary peeps
- Upgrade with holofield and grav boosters aka FoF for vehs.
Vyper:
- fastest eldar veh
- excellent inf dps with shruiken and upgrades to great AV with rockets
- squads of 2 à max 4 squads
- Gets holofields and grav boosters for lightning raids
WL:
- Veh high à means vulnerable only to AV and hero CC
- Strong vs hero’s and great in CC
- BL upgrade is same dps as plat
- Gets holo2
Fireprism
- Increased blast with lower building dmg
- Holo 2
Avatar
- cheapened
- short charge mod
Orks:
Waaaaaagh Green Tide. Orks are now a MASS army. You win by reaching critical mass and retaining it to swamp your enemy – each time getting closer and closer to closing with them as they pour bullets into you. Expect high casualties peeps. Big changes to mob bonus – it’s now scalar….as you get more and more orks you’ll get better morale bonuses, better ranged dmg reduction, more dmg. Also changed is the effect of boyz techs on sluggas, shootas and stormboyz:
Choppy = +25% for sluggas and stormboyz. Shooty = +25% for shootas. Armour = +25% HP for all 3. Also changed is that NL’s require 7 orky pop in the squad before they can be bought.
Grots:
- 0 pop costs
- Free infiltration with PoG
Sluggas:
- 30req reinforce
- Need 7 boyz for NL à NL claw upgrade gains choppy benefit
- Burnas only
Shootas:
- 30req reinforce
- NO NL
- Big shootas and rokkits only (rokkits dps moderately buffed…BS cheaper)
SB’s:
- HP buff
- Need 7 boyz for NL
- Max 4 squads like all jump troops
TB’s:
- DPS made useful against AV. Inf dmg same as shoota boy CC
- Rokkits buffed moderately
- 60req
- à TB’s are good ![]()
Nob squads:
- 61pop pre orky fort
- 4 per squad + NL once you get 4 à +2 with orky fort
- Cheaper klaws…require relic and orky fort
- Max 4 squads
Mega Nobz:
- 81 pop orky fort
- Uber dps…slow ass bums
- Can’t attach or decap
- Commander armour
DoK:
- 300hP
- Increased cost
- FJ now stops healing…meaning that ure units will die or be 1hp when it wears off (ditto on wote)
BM:
- build timer made reasonable
- mega blasta made decent but not OP
Warboss:
- timer increase….still bad ass mofo
TRukk:
- 56pop from HQ
- Has poor dps (about 25dps vs inf)
- Has rampage…..bye bye HB setup J
Trak:
- excellent dps à upgrades to chukka for arty or rokkit for great AV
Kan:
- Post orky fort. Cheaper with 3000hp
Lootaz:
- Faster building and more accurate
- Max 4
Squiggoth:
- cheaper and faster to build
- broken dps fixed
Space Marines:
Space marines are the most coherent army force. They stick together and support each other with combined arms and flexile core units with elite unit support. Their auras stack and mean their mass is the greatest of them all…..the key is to split them up with arty and CC and stop their withering firepower. Big changes include T2 and dreads and plasma….no more Wote plasma spam at T2 à its impossible :D.
Serv:
- cheaper
Scout:
- squad size 3 à increases to 4 with artefact
- scouts use light assault plasma aka cult plasma
Tacs:
- plasma shifted to post artefact and price hike
ASM’s:
- meltas T2…but they now get frags instead
- max 4 squads like all jump troops
Terms:
- T2 unit…scale with T3 and OR to get bigger squads and more hvy weapons
- Assault cannon requires relic
- Powerfist is good dps AV
AT’s:
- Better CC dps than terms
- 3 pop from OR
- Great at solving uber and nasty CC units by perma stun
Apoths:
- HP bonus altered…now more apoths in one area = more healing to max 8hp/sec
- 300hp with cost hike
FC:
- buffed dps
- OB nerfed hard
- Inspiring aura decreases incoming ranged dmg
Librarian:
- Weaken resolve buffed and now T2…wote T3 and now stops unit healing
- Cannot attach
Chaplain:
- Starts with litany of hatred ability: grants unit increased dps, decreased dmg taken and activates charge modifiers
- Upgrade to Catechism of the Righteous Emperor (CoRE)…a timed aura ability that rapidly restores morale and grants a regen bonus
- Slightly weaker CC than FC
Rhino:
- same as chaos rhino. T2 good HP starts with smokes
- Gets ablative armour upgrade (requires T3)
Landspeeder:
- similar to b4 no major change
- max 6
- Gets ablative armour upgrade (requires T3)
Dread:
- 2005hp cost of a hellfire
- Lascannon and assault cannon dps tweaked
- Max 5
- Further 2 from OR à only these can DS tho
- Gets ablative armour upgrade (requires T3)
Hellfire:
- 2005 hp
- Slight cost increase
- Max 5
- Uses proper un-nerfed dps that you’d expect from the weapons its toting
- Speed 12 vs standard 16
- Further 2 Hellfires available from OR à only these can DS tho
- Gets ablative armour upgrade (requires T3)
Pred:
- 4200 hp
- Lascannon side sponsons dps ½ turret
- Gets ablative armour upgrade (requires T3)
- Max 4
Landraider:
- SM uber unit
- Excellent DPS
- Requires relic
hier ist der download für die aktuellste version
http://dow.lerp.com/mods/DoWpro_WA_1.48.rar